Dungeons and Dragons 4th Edition Character Record Sheet
Quick Look Up
Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC. (Current AC: 21) Garulf's defenses: 20AC/18FORT/18REF/18WILL
Class / Path / Destiny Features
Surges / Day
Death ST Fail
Standard Action ✦ At-Will Attack: Melee 1 (one creature); your level + 5 vs. AC Hit: 1d8 + your Wisdom modifier + your Constitution modifier damage. Level 13:1d8 + 2 + your Wisdom modifier + your Constitution modifier damage.
Encounter ✦ Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. Level 17: 2[W] + Wisdom modifier damage. Level 27: 3[W] + Wisdom modifier damage. Effect: Your animal companion can take a free action to move up to its speed and then use its animal attack.
Encounter (Special) ✦ Healing Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain 1d6 additional hit points. Level 6: 2d6 additional hit points. Level 11: 3d6 additional hit points. Level 16:4d6 additional hit points. Level 21: 5d6 additional hit points. Level 26: 6d6 additional hit points. Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
At-Will ✦ Primal, Weapon Standard Action Melee weapon Target: One creature Attack: Wisdom vs. AC Hit: 1 [W] + Wisdom modifier damage. Level 21: 2[W] + Wisdom modifier damage. Effect: One ally within 5 squares of the target gains temporary hit points equal to your Constitution modifier.
Daily ✦ Implement, Primal Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 2d10 + Wisdom modifier damage. Effect: The target grants combat advantage until it moves or until the end of the encounter. When the target first moves before the end of the encounter, each enemy within 5 squares of the target is knocked prone.
You gain one more use of combined attack per encounter, but you can still use it only once per turn.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Herb Lore - You and each ally can add 2 to his or her healing surge value when spending heading surges during a short rest. To gain this benefit, you must take the short rest in an area that offers easy access to plants. The additional hit points increase to 4 at 11th level and 6 at 21st level. Watchful Rest - When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008